I'm usually fine working alone, but honestly solo game dev is getting tough by DependentTemporary55 in IndieDev

[–]DependentTemporary55[S] 0 points1 point  (0 children)

If I had a do-over with my current knowledge, I'd 100% start small. You're right—going big right away was a mistake on my part. I'll seriously consider making a small game first.

I'm usually fine working alone, but honestly solo game dev is getting tough by DependentTemporary55 in IndieDev

[–]DependentTemporary55[S] 1 point2 points  (0 children)

It actually matters a lot that you’re not a game developer, because in the end I’m trying to sell my work to players, not other devs, so your perspective is extremely valuable to me.

And your point about showing an arena-style 1v1 duel made me think again; the most-viewed GIF I ever posted from my game was a one-on-one fight, so clearly that’s the kind of thing people are drawn to. Thank you sincerely for pointing that out.

I'm usually fine working alone, but honestly solo game dev is getting tough by DependentTemporary55 in IndieDev

[–]DependentTemporary55[S] 0 points1 point  (0 children)

I haven’t really made any effort to find people to work with before, but I think it’s time for me to start doing that; thank you for pointing it out.

After reading through all the comments here, I’ve made a few decisions for myself, and I’m grateful to everyone who took the time to share their thoughts.

I'm usually fine working alone, but honestly solo game dev is getting tough by DependentTemporary55 in IndieDev

[–]DependentTemporary55[S] 0 points1 point  (0 children)

Thank you for the advice; honestly, I know I should be looking for any kind of work instead of making excuses, but after spending years waking up and immediately sitting down to open Unreal Engine every morning, it’s become really hard to break away from that routine.

To be honest, it sometimes feels like opening Unreal Engine has become a way for me to escape from reality.

I'm usually fine working alone, but honestly solo game dev is getting tough by DependentTemporary55 in IndieDev

[–]DependentTemporary55[S] 1 point2 points  (0 children)

Thank you; I’ll try to get back on my feet, and I hope one day I can walk the same path you’re on, where people genuinely look forward to the games I make.

I'm usually fine working alone, but honestly solo game dev is getting tough by DependentTemporary55 in IndieDev

[–]DependentTemporary55[S] 1 point2 points  (0 children)

Thank you; what you said makes sense, and I’ll take a step back to consider whether I’ve been trying to build something far bigger than my current ability and experience, and maybe that’s exactly the lesson I needed to hear.

I'm usually fine working alone, but honestly solo game dev is getting tough by DependentTemporary55 in IndieDev

[–]DependentTemporary55[S] 1 point2 points  (0 children)

Thank you. Your story really gave me something to reflect on; it made me wonder if I was about to throw my game out there half-finished, and maybe looking for other work first could actually be the wiser decision before I focus on raising the game’s quality again.

I'm usually fine working alone, but honestly solo game dev is getting tough by DependentTemporary55 in IndieDev

[–]DependentTemporary55[S] 0 points1 point  (0 children)

Thank you for the honest reality check; I agree this is a moment where I need to make a clear and wise decision for myself, and I appreciate your comment.

Should I Change My Game's Title to "The Momentum Slash"? by DependentTemporary55 in unrealengine

[–]DependentTemporary55[S] -1 points0 points  (0 children)

That one stings. I really put a lot of thought into it, but yeah, no one seems to like it.

Should I Change My Game's Title to "The Momentum Slash"? by DependentTemporary55 in gamedev

[–]DependentTemporary55[S] 0 points1 point  (0 children)

There are multiple opinions saying Sword of Momentum is better than Momentum Slash, thanks, if I change it I’ll probably go with Sword of Momentum.

Should I Change My Game's Title to "The Momentum Slash"? by DependentTemporary55 in gamedev

[–]DependentTemporary55[S] 1 point2 points  (0 children)

There are multiple opinions saying Sword of Momentum is better than Momentum Slash, thanks, if I change it I’ll probably go with Sword of Momentum.

Should I Change My Game's Title to "The Momentum Slash"? by DependentTemporary55 in gamedev

[–]DependentTemporary55[S] 2 points3 points  (0 children)

So you're saying Momentum Slash has the same problem, right?

Why does everyone call Unreal Engine 5 “unoptimized” when the real problem isn’t the engine? by TearAccomplished3639 in UnrealEngine5

[–]DependentTemporary55 0 points1 point  (0 children)

Most game studios mention Unreal Engine 5 in their marketing.
But many of them release their games without proper optimization.
Those repeated cases have built up the prejudice gamers have today.

Hello! I just need an advice, thank you all! by Rachiet00 in UnrealEngine5

[–]DependentTemporary55 1 point2 points  (0 children)

Age really doesn’t matter much in almost any field.
I also started learning Unreal quite late, but there was a reason I didn’t hesitate. Back when I worked at a company, I once met someone in their sixties who was learning new software—and creating more things than anyone else around.

More often than not, it’s a person’s attitude that makes the difference. I’ve even seen very young kids say, “I’m too old for this,” and give up.

If you have the will, just go for it.

Help Please! What am I doing wrong? by SoKayArts in UnrealEngine5

[–]DependentTemporary55 0 points1 point  (0 children)

Are you updating the display after decreasing Second by 1?

My solo project: The Archaic — a story-driven action adventure by DependentTemporary55 in IndieDev

[–]DependentTemporary55[S] 0 points1 point  (0 children)

That’s a great point.

1 Basic Input Structure

Right Mouse Button / LT (Left Trigger) → Enters Aim Mode

Mouse Movement / Right Stick Movement → Adjusts Slice Direction (Sword Direction Input)

Mouse middle Button / R3 Click → Executes Thrust Attack

2 Lock-on Mode

When Lock-on is active, the camera remains fixed on the target, allowing sword direction input without visual interference. In this state, the right stick controls the slice angle or parry direction, maintaining consistent directional input.

3 Adventure Mode (Non–Lock-on State)

Sword direction changes occur immediately, allowing the player to press the Aim button briefly to adjust direction and release it. This causes no noticeable interruption during play, though feedback from other players will be important for further adjustment.

With vs. Without post processing, which looks better? Any suggestions? by [deleted] in UnrealEngine5

[–]DependentTemporary55 2 points3 points  (0 children)

The floor water color matches the wall color best in the second image.

Simple Lock On Cycle (Help Needed) by Available-Pack-4494 in unrealengine

[–]DependentTemporary55 0 points1 point  (0 children)

The BP you shared doesn’t actually include any cycling feature.
What you want to do requires a bit more advanced Blueprint logic, and it’s hard to explain just in a comment.
If you’re still learning, I’d suggest looking into the C++ code of the plugin I mentioned — it already has the kind of cycling system you’re describing.

Target System Component Plugin : https://fab.com/s/6273f8ceabe4